/src/assimp/code/AssetLib/MDL/HalfLife/HL1MDLLoader.cpp
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1 | | /* |
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40 | | */ |
41 | | |
42 | | /** @file HL1MDLLoader.cpp |
43 | | * @brief Implementation for the Half-Life 1 MDL loader. |
44 | | */ |
45 | | |
46 | | #include "HL1MDLLoader.h" |
47 | | #include "HL1ImportDefinitions.h" |
48 | | #include "HL1MeshTrivert.h" |
49 | | #include "UniqueNameGenerator.h" |
50 | | |
51 | | #include <assimp/BaseImporter.h> |
52 | | #include <assimp/StringUtils.h> |
53 | | #include <assimp/ai_assert.h> |
54 | | #include <assimp/qnan.h> |
55 | | #include <assimp/DefaultLogger.hpp> |
56 | | #include <assimp/Importer.hpp> |
57 | | |
58 | | #include <iomanip> |
59 | | #include <sstream> |
60 | | #include <map> |
61 | | |
62 | | #ifdef MDL_HALFLIFE_LOG_WARN_HEADER |
63 | | #undef MDL_HALFLIFE_LOG_WARN_HEADER |
64 | | #endif |
65 | 0 | #define MDL_HALFLIFE_LOG_HEADER "[Half-Life 1 MDL] " |
66 | | #include "LogFunctions.h" |
67 | | |
68 | | namespace Assimp { |
69 | | namespace MDL { |
70 | | namespace HalfLife { |
71 | | |
72 | | #ifdef _MSC_VER |
73 | | # pragma warning(disable : 4706) |
74 | | #endif // _MSC_VER |
75 | | |
76 | | // ------------------------------------------------------------------------------------------------ |
77 | | HL1MDLLoader::HL1MDLLoader( |
78 | | aiScene *scene, |
79 | | IOSystem *io, |
80 | | const unsigned char *buffer, |
81 | | const std::string &file_path, |
82 | | const HL1ImportSettings &import_settings) : |
83 | 0 | scene_(scene), |
84 | 0 | io_(io), |
85 | 0 | buffer_(buffer), |
86 | 0 | file_path_(file_path), |
87 | 0 | import_settings_(import_settings), |
88 | 0 | header_(nullptr), |
89 | 0 | texture_header_(nullptr), |
90 | 0 | anim_headers_(nullptr), |
91 | 0 | texture_buffer_(nullptr), |
92 | 0 | anim_buffers_(nullptr), |
93 | 0 | num_sequence_groups_(0), |
94 | 0 | rootnode_children_(), |
95 | 0 | unique_name_generator_(), |
96 | 0 | unique_sequence_names_(), |
97 | 0 | unique_sequence_groups_names_(), |
98 | 0 | temp_bones_(), |
99 | 0 | num_blend_controllers_(0), |
100 | 0 | total_models_(0) { |
101 | 0 | load_file(); |
102 | 0 | } |
103 | | |
104 | | // ------------------------------------------------------------------------------------------------ |
105 | 0 | HL1MDLLoader::~HL1MDLLoader() { |
106 | 0 | release_resources(); |
107 | 0 | } |
108 | | |
109 | | // ------------------------------------------------------------------------------------------------ |
110 | 0 | void HL1MDLLoader::release_resources() { |
111 | 0 | if (buffer_ != texture_buffer_) { |
112 | 0 | delete[] texture_buffer_; |
113 | 0 | texture_buffer_ = nullptr; |
114 | 0 | } |
115 | |
|
116 | 0 | if (num_sequence_groups_ && anim_buffers_) { |
117 | 0 | for (int i = 1; i < num_sequence_groups_; ++i) { |
118 | 0 | if (anim_buffers_[i]) { |
119 | 0 | delete[] anim_buffers_[i]; |
120 | 0 | anim_buffers_[i] = nullptr; |
121 | 0 | } |
122 | 0 | } |
123 | |
|
124 | 0 | delete[] anim_buffers_; |
125 | 0 | anim_buffers_ = nullptr; |
126 | 0 | } |
127 | |
|
128 | 0 | if (anim_headers_) { |
129 | 0 | delete[] anim_headers_; |
130 | 0 | anim_headers_ = nullptr; |
131 | 0 | } |
132 | | |
133 | | // Root has some children nodes. so let's proceed them |
134 | 0 | if (!rootnode_children_.empty()) { |
135 | | // Here, it means that the nodes were not added to the |
136 | | // scene root node. We still have to delete them. |
137 | 0 | for (auto it = rootnode_children_.begin(); it != rootnode_children_.end(); ++it) { |
138 | 0 | if (*it) { |
139 | 0 | delete *it; |
140 | 0 | } |
141 | 0 | } |
142 | | // Ensure this happens only once. |
143 | 0 | rootnode_children_.clear(); |
144 | 0 | } |
145 | 0 | } |
146 | | |
147 | | // ------------------------------------------------------------------------------------------------ |
148 | 0 | void HL1MDLLoader::load_file() { |
149 | 0 | try { |
150 | 0 | header_ = (const Header_HL1 *)buffer_; |
151 | 0 | validate_header(header_, false); |
152 | | |
153 | | // Create the root scene node. |
154 | 0 | scene_->mRootNode = new aiNode(AI_MDL_HL1_NODE_ROOT); |
155 | |
|
156 | 0 | load_texture_file(); |
157 | |
|
158 | 0 | if (import_settings_.read_animations) { |
159 | 0 | load_sequence_groups_files(); |
160 | 0 | } |
161 | |
|
162 | 0 | read_textures(); |
163 | 0 | read_skins(); |
164 | |
|
165 | 0 | read_bones(); |
166 | 0 | read_meshes(); |
167 | |
|
168 | 0 | if (import_settings_.read_animations) { |
169 | 0 | read_sequence_groups_info(); |
170 | 0 | read_animations(); |
171 | 0 | read_sequence_infos(); |
172 | 0 | if (import_settings_.read_sequence_transitions) |
173 | 0 | read_sequence_transitions(); |
174 | 0 | } |
175 | |
|
176 | 0 | if (import_settings_.read_attachments) { |
177 | 0 | read_attachments(); |
178 | 0 | } |
179 | |
|
180 | 0 | if (import_settings_.read_hitboxes) { |
181 | 0 | read_hitboxes(); |
182 | 0 | } |
183 | |
|
184 | 0 | if (import_settings_.read_bone_controllers) { |
185 | 0 | read_bone_controllers(); |
186 | 0 | } |
187 | |
|
188 | 0 | read_global_info(); |
189 | |
|
190 | 0 | if (!header_->numbodyparts) { |
191 | | // This could be an MDL external texture file. In this case, |
192 | | // add this flag to allow the scene to be loaded even if it |
193 | | // has no meshes. |
194 | 0 | scene_->mFlags |= AI_SCENE_FLAGS_INCOMPLETE; |
195 | 0 | } |
196 | | |
197 | | // Append children to root node. |
198 | 0 | if (rootnode_children_.size()) { |
199 | 0 | scene_->mRootNode->addChildren( |
200 | 0 | static_cast<unsigned int>(rootnode_children_.size()), |
201 | 0 | rootnode_children_.data()); |
202 | | |
203 | | // Clear the list of nodes so they will not be destroyed |
204 | | // when resources are released. |
205 | 0 | rootnode_children_.clear(); |
206 | 0 | } |
207 | |
|
208 | 0 | release_resources(); |
209 | |
|
210 | 0 | } catch (...) { |
211 | 0 | release_resources(); |
212 | 0 | throw; |
213 | 0 | } |
214 | 0 | } |
215 | | |
216 | | // ------------------------------------------------------------------------------------------------ |
217 | 0 | void HL1MDLLoader::validate_header(const Header_HL1 *header, bool is_texture_header) { |
218 | 0 | if (is_texture_header) { |
219 | | // Every single Half-Life model is assumed to have at least one texture. |
220 | 0 | if (!header->numtextures) { |
221 | 0 | throw DeadlyImportError(MDL_HALFLIFE_LOG_HEADER "There are no textures in the file"); |
222 | 0 | } |
223 | | |
224 | 0 | if (header->numtextures > AI_MDL_HL1_MAX_TEXTURES) { |
225 | 0 | log_warning_limit_exceeded<AI_MDL_HL1_MAX_TEXTURES>(header->numtextures, "textures"); |
226 | 0 | } |
227 | |
|
228 | 0 | if (header->numskinfamilies > AI_MDL_HL1_MAX_SKIN_FAMILIES) { |
229 | 0 | log_warning_limit_exceeded<AI_MDL_HL1_MAX_SKIN_FAMILIES>(header->numskinfamilies, "skin families"); |
230 | 0 | } |
231 | |
|
232 | 0 | } else { |
233 | |
|
234 | 0 | if (header->numbodyparts > AI_MDL_HL1_MAX_BODYPARTS) { |
235 | 0 | log_warning_limit_exceeded<AI_MDL_HL1_MAX_BODYPARTS>(header->numbodyparts, "bodyparts"); |
236 | 0 | } |
237 | |
|
238 | 0 | if (header->numbones > AI_MDL_HL1_MAX_BONES) { |
239 | 0 | log_warning_limit_exceeded<AI_MDL_HL1_MAX_BONES>(header->numbones, "bones"); |
240 | 0 | } |
241 | |
|
242 | 0 | if (header->numbonecontrollers > AI_MDL_HL1_MAX_BONE_CONTROLLERS) { |
243 | 0 | log_warning_limit_exceeded<AI_MDL_HL1_MAX_BONE_CONTROLLERS>(header->numbonecontrollers, "bone controllers"); |
244 | 0 | } |
245 | |
|
246 | 0 | if (header->numseq > AI_MDL_HL1_MAX_SEQUENCES) { |
247 | 0 | log_warning_limit_exceeded<AI_MDL_HL1_MAX_SEQUENCES>(header->numseq, "sequences"); |
248 | 0 | } |
249 | |
|
250 | 0 | if (header->numseqgroups > AI_MDL_HL1_MAX_SEQUENCE_GROUPS) { |
251 | 0 | log_warning_limit_exceeded<AI_MDL_HL1_MAX_SEQUENCE_GROUPS>(header->numseqgroups, "sequence groups"); |
252 | 0 | } |
253 | |
|
254 | 0 | if (header->numattachments > AI_MDL_HL1_MAX_ATTACHMENTS) { |
255 | 0 | log_warning_limit_exceeded<AI_MDL_HL1_MAX_ATTACHMENTS>(header->numattachments, "attachments"); |
256 | 0 | } |
257 | 0 | } |
258 | 0 | } |
259 | | |
260 | | // ------------------------------------------------------------------------------------------------ |
261 | | /* |
262 | | Load textures. |
263 | | |
264 | | There are two ways for textures to be stored in a Half-Life model: |
265 | | |
266 | | 1. Directly in the MDL file (filePath) or |
267 | | 2. In an external MDL file. |
268 | | |
269 | | Due to the way StudioMDL works (tool used to compile SMDs into MDLs), |
270 | | it is assumed that an external texture file follows the naming |
271 | | convention: <YourModelName>T.mdl. Note the extra (T) at the end of the |
272 | | model name. |
273 | | |
274 | | .e.g For a given model named MyModel.mdl |
275 | | |
276 | | The external texture file name would be MyModelT.mdl |
277 | | */ |
278 | 0 | void HL1MDLLoader::load_texture_file() { |
279 | 0 | if (header_->numtextures == 0) { |
280 | | // Load an external MDL texture file. |
281 | 0 | std::string texture_file_path = |
282 | 0 | DefaultIOSystem::absolutePath(file_path_) + io_->getOsSeparator() + |
283 | 0 | DefaultIOSystem::completeBaseName(file_path_) + "T." + |
284 | 0 | BaseImporter::GetExtension(file_path_); |
285 | |
|
286 | 0 | load_file_into_buffer<Header_HL1>(texture_file_path, texture_buffer_); |
287 | 0 | } else { |
288 | | // Model has no external texture file. This means the texture is stored inside the main MDL file. |
289 | 0 | texture_buffer_ = const_cast<unsigned char *>(buffer_); |
290 | 0 | } |
291 | |
|
292 | 0 | texture_header_ = (const Header_HL1 *)texture_buffer_; |
293 | | |
294 | | // Validate texture header. |
295 | 0 | validate_header(texture_header_, true); |
296 | 0 | } |
297 | | |
298 | | // ------------------------------------------------------------------------------------------------ |
299 | | /* |
300 | | Load sequence group files if any. |
301 | | |
302 | | Due to the way StudioMDL works (tool used to compile SMDs into MDLs), |
303 | | it is assumed that a sequence group file follows the naming |
304 | | convention: <YourModelName>0X.mdl. Note the extra (0X) at the end of |
305 | | the model name, where (X) is the sequence group. |
306 | | |
307 | | .e.g For a given model named MyModel.mdl |
308 | | |
309 | | Sequence group 1 => MyModel01.mdl |
310 | | Sequence group 2 => MyModel02.mdl |
311 | | Sequence group X => MyModel0X.mdl |
312 | | |
313 | | */ |
314 | 0 | void HL1MDLLoader::load_sequence_groups_files() { |
315 | 0 | if (header_->numseqgroups <= 1) { |
316 | 0 | return; |
317 | 0 | } |
318 | | |
319 | 0 | num_sequence_groups_ = header_->numseqgroups; |
320 | |
|
321 | 0 | anim_buffers_ = new unsigned char *[num_sequence_groups_]; |
322 | 0 | anim_headers_ = new SequenceHeader_HL1 *[num_sequence_groups_]; |
323 | 0 | for (int i = 0; i < num_sequence_groups_; ++i) { |
324 | 0 | anim_buffers_[i] = nullptr; |
325 | 0 | anim_headers_[i] = nullptr; |
326 | 0 | } |
327 | |
|
328 | 0 | std::string file_path_without_extension = |
329 | 0 | DefaultIOSystem::absolutePath(file_path_) + |
330 | 0 | io_->getOsSeparator() + |
331 | 0 | DefaultIOSystem::completeBaseName(file_path_); |
332 | |
|
333 | 0 | for (int i = 1; i < num_sequence_groups_; ++i) { |
334 | 0 | std::stringstream ss; |
335 | 0 | ss << file_path_without_extension; |
336 | 0 | ss << std::setw(2) << std::setfill('0') << i; |
337 | 0 | ss << '.' << BaseImporter::GetExtension(file_path_); |
338 | |
|
339 | 0 | std::string sequence_file_path = ss.str(); |
340 | |
|
341 | 0 | load_file_into_buffer<SequenceHeader_HL1>(sequence_file_path, anim_buffers_[i]); |
342 | |
|
343 | 0 | anim_headers_[i] = (SequenceHeader_HL1 *)anim_buffers_[i]; |
344 | 0 | } |
345 | 0 | } |
346 | | |
347 | | // ------------------------------------------------------------------------------------------------ |
348 | | // Read an MDL texture. |
349 | | void HL1MDLLoader::read_texture(const Texture_HL1 *ptexture, |
350 | | uint8_t *data, uint8_t *pal, aiTexture *pResult, |
351 | 0 | aiColor3D &last_palette_color) { |
352 | 0 | pResult->mFilename = ptexture->name; |
353 | 0 | pResult->mWidth = static_cast<unsigned int>(ptexture->width); |
354 | 0 | pResult->mHeight = static_cast<unsigned int>(ptexture->height); |
355 | 0 | pResult->achFormatHint[0] = 'r'; |
356 | 0 | pResult->achFormatHint[1] = 'g'; |
357 | 0 | pResult->achFormatHint[2] = 'b'; |
358 | 0 | pResult->achFormatHint[3] = 'a'; |
359 | 0 | pResult->achFormatHint[4] = '8'; |
360 | 0 | pResult->achFormatHint[5] = '8'; |
361 | 0 | pResult->achFormatHint[6] = '8'; |
362 | 0 | pResult->achFormatHint[7] = '8'; |
363 | 0 | pResult->achFormatHint[8] = '\0'; |
364 | |
|
365 | 0 | const size_t num_pixels = pResult->mWidth * pResult->mHeight; |
366 | 0 | aiTexel *out = pResult->pcData = new aiTexel[num_pixels]; |
367 | | |
368 | | // Convert indexed 8 bit to 32 bit RGBA. |
369 | 0 | for (size_t i = 0; i < num_pixels; ++i, ++out) { |
370 | 0 | out->r = pal[data[i] * 3]; |
371 | 0 | out->g = pal[data[i] * 3 + 1]; |
372 | 0 | out->b = pal[data[i] * 3 + 2]; |
373 | 0 | out->a = 255; |
374 | 0 | } |
375 | | |
376 | | // Get the last palette color. |
377 | 0 | last_palette_color.r = pal[255 * 3]; |
378 | 0 | last_palette_color.g = pal[255 * 3 + 1]; |
379 | 0 | last_palette_color.b = pal[255 * 3 + 2]; |
380 | 0 | } |
381 | | |
382 | | // ------------------------------------------------------------------------------------------------ |
383 | 0 | void HL1MDLLoader::read_textures() { |
384 | 0 | const Texture_HL1 *ptexture = (const Texture_HL1 *)((uint8_t *)texture_header_ + texture_header_->textureindex); |
385 | 0 | unsigned char *pin = texture_buffer_; |
386 | |
|
387 | 0 | scene_->mNumTextures = scene_->mNumMaterials = texture_header_->numtextures; |
388 | 0 | scene_->mTextures = new aiTexture *[scene_->mNumTextures]; |
389 | 0 | scene_->mMaterials = new aiMaterial *[scene_->mNumMaterials]; |
390 | |
|
391 | 0 | for (int i = 0; i < texture_header_->numtextures; ++i) { |
392 | 0 | scene_->mTextures[i] = new aiTexture(); |
393 | |
|
394 | 0 | aiColor3D last_palette_color; |
395 | 0 | read_texture(&ptexture[i], |
396 | 0 | pin + ptexture[i].index, |
397 | 0 | pin + ptexture[i].width * ptexture[i].height + ptexture[i].index, |
398 | 0 | scene_->mTextures[i], |
399 | 0 | last_palette_color); |
400 | |
|
401 | 0 | aiMaterial *scene_material = scene_->mMaterials[i] = new aiMaterial(); |
402 | |
|
403 | 0 | const aiTextureType texture_type = aiTextureType_DIFFUSE; |
404 | 0 | aiString texture_name(ptexture[i].name); |
405 | 0 | scene_material->AddProperty(&texture_name, AI_MATKEY_TEXTURE(texture_type, 0)); |
406 | | |
407 | | // Is this a chrome texture? |
408 | 0 | int chrome = ptexture[i].flags & AI_MDL_HL1_STUDIO_NF_CHROME ? 1 : 0; |
409 | 0 | scene_material->AddProperty(&chrome, 1, AI_MDL_HL1_MATKEY_CHROME(texture_type, 0)); |
410 | |
|
411 | 0 | if (ptexture[i].flags & AI_MDL_HL1_STUDIO_NF_FLATSHADE) { |
412 | | // Flat shading. |
413 | 0 | const aiShadingMode shading_mode = aiShadingMode_Flat; |
414 | 0 | scene_material->AddProperty(&shading_mode, 1, AI_MATKEY_SHADING_MODEL); |
415 | 0 | } |
416 | |
|
417 | 0 | if (ptexture[i].flags & AI_MDL_HL1_STUDIO_NF_ADDITIVE) { |
418 | | // Additive texture. |
419 | 0 | const aiBlendMode blend_mode = aiBlendMode_Additive; |
420 | 0 | scene_material->AddProperty(&blend_mode, 1, AI_MATKEY_BLEND_FUNC); |
421 | 0 | } else if (ptexture[i].flags & AI_MDL_HL1_STUDIO_NF_MASKED) { |
422 | | // Texture with 1 bit alpha test. |
423 | 0 | const aiTextureFlags use_alpha = aiTextureFlags_UseAlpha; |
424 | 0 | scene_material->AddProperty(&use_alpha, 1, AI_MATKEY_TEXFLAGS(texture_type, 0)); |
425 | 0 | scene_material->AddProperty(&last_palette_color, 1, AI_MATKEY_COLOR_TRANSPARENT); |
426 | 0 | } |
427 | 0 | } |
428 | 0 | } |
429 | | |
430 | | // ------------------------------------------------------------------------------------------------ |
431 | 0 | void HL1MDLLoader::read_skins() { |
432 | | // Read skins, if any. |
433 | 0 | if (texture_header_->numskinfamilies <= 1) { |
434 | 0 | return; |
435 | 0 | } |
436 | | |
437 | | // Pointer to base texture index. |
438 | 0 | short *default_skin_ptr = (short *)((uint8_t *)texture_header_ + texture_header_->skinindex); |
439 | | |
440 | | // Start at first replacement skin. |
441 | 0 | short *replacement_skin_ptr = default_skin_ptr + texture_header_->numskinref; |
442 | |
|
443 | 0 | for (int i = 1; i < texture_header_->numskinfamilies; ++i, replacement_skin_ptr += texture_header_->numskinref) { |
444 | 0 | for (int j = 0; j < texture_header_->numskinref; ++j) { |
445 | 0 | if (default_skin_ptr[j] != replacement_skin_ptr[j]) { |
446 | | // Save replacement textures. |
447 | 0 | aiString skinMaterialId(scene_->mTextures[replacement_skin_ptr[j]]->mFilename); |
448 | 0 | scene_->mMaterials[default_skin_ptr[j]]->AddProperty(&skinMaterialId, AI_MATKEY_TEXTURE_DIFFUSE(i)); |
449 | 0 | } |
450 | 0 | } |
451 | 0 | } |
452 | 0 | } |
453 | | |
454 | | // ------------------------------------------------------------------------------------------------ |
455 | 0 | void HL1MDLLoader::read_bones() { |
456 | 0 | if (!header_->numbones) { |
457 | 0 | return; |
458 | 0 | } |
459 | | |
460 | 0 | const Bone_HL1 *pbone = (const Bone_HL1 *)((uint8_t *)header_ + header_->boneindex); |
461 | |
|
462 | 0 | std::vector<std::string> unique_bones_names(header_->numbones); |
463 | 0 | for (int i = 0; i < header_->numbones; ++i) { |
464 | 0 | unique_bones_names[i] = pbone[i].name; |
465 | 0 | } |
466 | | |
467 | | // Ensure bones have unique names. |
468 | 0 | unique_name_generator_.set_template_name("Bone"); |
469 | 0 | unique_name_generator_.make_unique(unique_bones_names); |
470 | |
|
471 | 0 | temp_bones_.resize(header_->numbones); |
472 | | |
473 | | // Create the main 'bones' node that will contain all MDL root bones. |
474 | 0 | aiNode *bones_node = new aiNode(AI_MDL_HL1_NODE_BONES); |
475 | 0 | rootnode_children_.push_back(bones_node); |
476 | | |
477 | | // Store roots bones IDs temporarily. |
478 | 0 | std::vector<int> roots; |
479 | | |
480 | | // Create bone matrices in local space. |
481 | 0 | for (int i = 0; i < header_->numbones; ++i) { |
482 | 0 | aiNode *bone_node = temp_bones_[i].node = new aiNode(unique_bones_names[i]); |
483 | |
|
484 | 0 | aiVector3D angles(pbone[i].value[3], pbone[i].value[4], pbone[i].value[5]); |
485 | 0 | temp_bones_[i].absolute_transform = bone_node->mTransformation = |
486 | 0 | aiMatrix4x4(aiVector3D(1), aiQuaternion(angles.y, angles.z, angles.x), |
487 | 0 | aiVector3D(pbone[i].value[0], pbone[i].value[1], pbone[i].value[2])); |
488 | |
|
489 | 0 | if (pbone[i].parent == -1) { |
490 | 0 | bone_node->mParent = bones_node; |
491 | 0 | roots.push_back(i); // This bone has no parent. Add it to the roots list. |
492 | 0 | } else { |
493 | 0 | bone_node->mParent = temp_bones_[pbone[i].parent].node; |
494 | 0 | temp_bones_[pbone[i].parent].children.push_back(i); // Add this bone to the parent bone's children list. |
495 | |
|
496 | 0 | temp_bones_[i].absolute_transform = |
497 | 0 | temp_bones_[pbone[i].parent].absolute_transform * bone_node->mTransformation; |
498 | 0 | } |
499 | |
|
500 | 0 | temp_bones_[i].offset_matrix = temp_bones_[i].absolute_transform; |
501 | 0 | temp_bones_[i].offset_matrix.Inverse(); |
502 | 0 | } |
503 | | |
504 | | // Allocate memory for each MDL root bone. |
505 | 0 | bones_node->mNumChildren = static_cast<unsigned int>(roots.size()); |
506 | 0 | bones_node->mChildren = new aiNode *[bones_node->mNumChildren]; |
507 | | |
508 | | // Build all bones children hierarchy starting from each MDL root bone. |
509 | 0 | for (size_t i = 0; i < roots.size(); ++i) |
510 | 0 | { |
511 | 0 | const TempBone &root_bone = temp_bones_[roots[i]]; |
512 | 0 | bones_node->mChildren[i] = root_bone.node; |
513 | 0 | build_bone_children_hierarchy(root_bone); |
514 | 0 | } |
515 | 0 | } |
516 | | |
517 | | void HL1MDLLoader::build_bone_children_hierarchy(const TempBone &bone) |
518 | 0 | { |
519 | 0 | if (bone.children.empty()) |
520 | 0 | return; |
521 | | |
522 | 0 | aiNode* bone_node = bone.node; |
523 | 0 | bone_node->mNumChildren = static_cast<unsigned int>(bone.children.size()); |
524 | 0 | bone_node->mChildren = new aiNode *[bone_node->mNumChildren]; |
525 | | |
526 | | // Build each child bone's hierarchy recursively. |
527 | 0 | for (size_t i = 0; i < bone.children.size(); ++i) |
528 | 0 | { |
529 | 0 | const TempBone &child_bone = temp_bones_[bone.children[i]]; |
530 | 0 | bone_node->mChildren[i] = child_bone.node; |
531 | 0 | build_bone_children_hierarchy(child_bone); |
532 | 0 | } |
533 | 0 | } |
534 | | |
535 | | // ------------------------------------------------------------------------------------------------ |
536 | | /* |
537 | | Read meshes. |
538 | | |
539 | | Half-Life MDLs are structured such that each MDL |
540 | | contains one or more 'bodypart(s)', which contain one |
541 | | or more 'model(s)', which contains one or more mesh(es). |
542 | | |
543 | | * Bodyparts are used to group models that may be replaced |
544 | | in the game .e.g a character could have a 'heads' group, |
545 | | 'torso' group, 'shoes' group, with each group containing |
546 | | different 'model(s)'. |
547 | | |
548 | | * Models, also called 'sub models', contain vertices as |
549 | | well as a reference to each mesh used by the sub model. |
550 | | |
551 | | * Meshes contain a list of tris, also known as 'triverts'. |
552 | | Each tris contains the following information: |
553 | | |
554 | | 1. The index of the position to use for the vertex. |
555 | | 2. The index of the normal to use for the vertex. |
556 | | 3. The S coordinate to use for the vertex UV. |
557 | | 4. The T coordinate ^ |
558 | | |
559 | | These tris represent the way to represent the triangles |
560 | | for each mesh. Depending on how the tool compiled the MDL, |
561 | | those triangles were saved as strips and or fans. |
562 | | |
563 | | NOTE: Each tris is NOT unique. This means that you |
564 | | might encounter the same vertex index but with a different |
565 | | normal index, S coordinate, T coordinate. |
566 | | |
567 | | In addition, each mesh contains the texture's index. |
568 | | |
569 | | ------------------------------------------------------ |
570 | | With the details above, there are several things to |
571 | | take into consideration. |
572 | | |
573 | | * The Half-Life models store the vertices by sub model |
574 | | rather than by mesh. Due to Assimp's structure, it |
575 | | is necessary to remap each model vertex to be used |
576 | | per mesh. Unfortunately, this has the consequence |
577 | | to duplicate vertices. |
578 | | |
579 | | * Because the mesh triangles are comprised of strips and |
580 | | fans, it is necessary to convert each primitive to |
581 | | triangles, respectively (3 indices per face). |
582 | | */ |
583 | 0 | void HL1MDLLoader::read_meshes() { |
584 | 0 | if (!header_->numbodyparts) { |
585 | 0 | return; |
586 | 0 | } |
587 | | |
588 | 0 | int total_verts = 0; |
589 | 0 | int total_triangles = 0; |
590 | 0 | total_models_ = 0; |
591 | |
|
592 | 0 | const Bodypart_HL1 *pbodypart = (const Bodypart_HL1 *)((uint8_t *)header_ + header_->bodypartindex); |
593 | 0 | const Model_HL1 *pmodel = nullptr; |
594 | 0 | const Mesh_HL1 *pmesh = nullptr; |
595 | |
|
596 | 0 | const Texture_HL1 *ptexture = (const Texture_HL1 *)((uint8_t *)texture_header_ + texture_header_->textureindex); |
597 | 0 | short *pskinref = (short *)((uint8_t *)texture_header_ + texture_header_->skinindex); |
598 | |
|
599 | 0 | scene_->mNumMeshes = 0; |
600 | |
|
601 | 0 | std::vector<std::string> unique_bodyparts_names; |
602 | 0 | unique_bodyparts_names.resize(header_->numbodyparts); |
603 | | |
604 | | // Count the number of meshes. |
605 | |
|
606 | 0 | for (int i = 0; i < header_->numbodyparts; ++i, ++pbodypart) { |
607 | 0 | unique_bodyparts_names[i] = pbodypart->name; |
608 | |
|
609 | 0 | pmodel = (Model_HL1 *)((uint8_t *)header_ + pbodypart->modelindex); |
610 | 0 | for (int j = 0; j < pbodypart->nummodels; ++j, ++pmodel) { |
611 | 0 | scene_->mNumMeshes += pmodel->nummesh; |
612 | 0 | total_verts += pmodel->numverts; |
613 | 0 | } |
614 | |
|
615 | 0 | total_models_ += pbodypart->nummodels; |
616 | 0 | } |
617 | | |
618 | | // Display limit infos. |
619 | 0 | if (total_verts > AI_MDL_HL1_MAX_VERTICES) { |
620 | 0 | log_warning_limit_exceeded<AI_MDL_HL1_MAX_VERTICES>(total_verts, "vertices"); |
621 | 0 | } |
622 | |
|
623 | 0 | if (scene_->mNumMeshes > AI_MDL_HL1_MAX_MESHES) { |
624 | 0 | log_warning_limit_exceeded<AI_MDL_HL1_MAX_MESHES>(scene_->mNumMeshes, "meshes"); |
625 | 0 | } |
626 | |
|
627 | 0 | if (total_models_ > AI_MDL_HL1_MAX_MODELS) { |
628 | 0 | log_warning_limit_exceeded<AI_MDL_HL1_MAX_MODELS>(total_models_, "models"); |
629 | 0 | } |
630 | | |
631 | | // Ensure bodyparts have unique names. |
632 | 0 | unique_name_generator_.set_template_name("Bodypart"); |
633 | 0 | unique_name_generator_.make_unique(unique_bodyparts_names); |
634 | | |
635 | | // Now do the same for each model. |
636 | 0 | pbodypart = (const Bodypart_HL1 *)((uint8_t *)header_ + header_->bodypartindex); |
637 | | |
638 | | // Prepare template name for bodypart models. |
639 | 0 | std::vector<std::string> unique_models_names; |
640 | 0 | unique_models_names.resize(total_models_); |
641 | |
|
642 | 0 | unsigned int model_index = 0; |
643 | |
|
644 | 0 | for (int i = 0; i < header_->numbodyparts; ++i, ++pbodypart) { |
645 | 0 | pmodel = (Model_HL1 *)((uint8_t *)header_ + pbodypart->modelindex); |
646 | 0 | for (int j = 0; j < pbodypart->nummodels; ++j, ++pmodel, ++model_index) |
647 | 0 | unique_models_names[model_index] = pmodel->name; |
648 | 0 | } |
649 | |
|
650 | 0 | unique_name_generator_.set_template_name("Model"); |
651 | 0 | unique_name_generator_.make_unique(unique_models_names); |
652 | |
|
653 | 0 | unsigned int mesh_index = 0; |
654 | |
|
655 | 0 | scene_->mMeshes = new aiMesh *[scene_->mNumMeshes]; |
656 | |
|
657 | 0 | pbodypart = (const Bodypart_HL1 *)((uint8_t *)header_ + header_->bodypartindex); |
658 | | |
659 | | /* Create a node that will represent the mesh hierarchy. |
660 | | |
661 | | <MDL_bodyparts> |
662 | | | |
663 | | +-- bodypart --+-- model -- [mesh index, mesh index, ...] |
664 | | | | |
665 | | | +-- model -- [mesh index, mesh index, ...] |
666 | | | | |
667 | | | ... |
668 | | | |
669 | | |-- bodypart -- ... |
670 | | | |
671 | | ... |
672 | | */ |
673 | 0 | aiNode *bodyparts_node = new aiNode(AI_MDL_HL1_NODE_BODYPARTS); |
674 | 0 | rootnode_children_.push_back(bodyparts_node); |
675 | 0 | bodyparts_node->mNumChildren = static_cast<unsigned int>(header_->numbodyparts); |
676 | 0 | bodyparts_node->mChildren = new aiNode *[bodyparts_node->mNumChildren]; |
677 | 0 | aiNode **bodyparts_node_ptr = bodyparts_node->mChildren; |
678 | | |
679 | | // The following variables are defined here so they don't have |
680 | | // to be recreated every iteration. |
681 | | |
682 | | // Model_HL1 vertices, in bind pose space. |
683 | 0 | std::vector<aiVector3D> bind_pose_vertices; |
684 | | |
685 | | // Model_HL1 normals, in bind pose space. |
686 | 0 | std::vector<aiVector3D> bind_pose_normals; |
687 | | |
688 | | // Used to contain temporary information for building a mesh. |
689 | 0 | std::vector<HL1MeshTrivert> triverts; |
690 | |
|
691 | 0 | std::vector<short> tricmds; |
692 | | |
693 | | // Which triverts to use for the mesh. |
694 | 0 | std::vector<short> mesh_triverts_indices; |
695 | |
|
696 | 0 | std::vector<HL1MeshFace> mesh_faces; |
697 | | |
698 | | /* triverts that have the same vertindex, but have different normindex,s,t values. |
699 | | Similar triverts are mapped from vertindex to a list of similar triverts. */ |
700 | 0 | std::map<short, std::set<short>> triverts_similars; |
701 | | |
702 | | // triverts per bone. |
703 | 0 | std::map<int, std::set<short>> bone_triverts; |
704 | | |
705 | | /** This function adds a trivert index to the list of triverts per bone. |
706 | | * \param[in] bone The bone that affects the trivert at index \p trivert_index. |
707 | | * \param[in] trivert_index The trivert index. |
708 | | */ |
709 | 0 | auto AddTrivertToBone = [&](int bone, short trivert_index) { |
710 | 0 | if (bone_triverts.count(bone) == 0) |
711 | 0 | bone_triverts.insert({ bone, std::set<short>{ trivert_index }}); |
712 | 0 | else |
713 | 0 | bone_triverts[bone].insert(trivert_index); |
714 | 0 | }; |
715 | | |
716 | | /** This function creates and appends a new trivert to the list of triverts. |
717 | | * \param[in] trivert The trivert to use as a prototype. |
718 | | * \param[in] bone The bone that affects \p trivert. |
719 | | */ |
720 | 0 | auto AddSimilarTrivert = [&](const Trivert &trivert, const int bone) { |
721 | 0 | HL1MeshTrivert new_trivert(trivert); |
722 | 0 | new_trivert.localindex = static_cast<short>(mesh_triverts_indices.size()); |
723 | |
|
724 | 0 | short new_trivert_index = static_cast<short>(triverts.size()); |
725 | |
|
726 | 0 | if (triverts_similars.count(trivert.vertindex) == 0) |
727 | 0 | triverts_similars.insert({ trivert.vertindex, std::set<short>{ new_trivert_index }}); |
728 | 0 | else |
729 | 0 | triverts_similars[trivert.vertindex].insert(new_trivert_index); |
730 | |
|
731 | 0 | triverts.push_back(new_trivert); |
732 | |
|
733 | 0 | mesh_triverts_indices.push_back(new_trivert_index); |
734 | 0 | tricmds.push_back(new_trivert.localindex); |
735 | 0 | AddTrivertToBone(bone, new_trivert.localindex); |
736 | 0 | }; |
737 | |
|
738 | 0 | model_index = 0; |
739 | |
|
740 | 0 | for (int i = 0; i < header_->numbodyparts; ++i, ++pbodypart, ++bodyparts_node_ptr) { |
741 | 0 | pmodel = (const Model_HL1 *)((uint8_t *)header_ + pbodypart->modelindex); |
742 | | |
743 | | // Create bodypart node for the mesh tree hierarchy. |
744 | 0 | aiNode *bodypart_node = (*bodyparts_node_ptr) = new aiNode(unique_bodyparts_names[i]); |
745 | 0 | bodypart_node->mParent = bodyparts_node; |
746 | 0 | bodypart_node->mMetaData = aiMetadata::Alloc(1); |
747 | 0 | bodypart_node->mMetaData->Set(0, "Base", pbodypart->base); |
748 | |
|
749 | 0 | bodypart_node->mNumChildren = static_cast<unsigned int>(pbodypart->nummodels); |
750 | 0 | bodypart_node->mChildren = new aiNode *[bodypart_node->mNumChildren]; |
751 | 0 | aiNode **bodypart_models_ptr = bodypart_node->mChildren; |
752 | |
|
753 | 0 | for (int j = 0; j < pbodypart->nummodels; |
754 | 0 | ++j, ++pmodel, ++bodypart_models_ptr, ++model_index) { |
755 | |
|
756 | 0 | pmesh = (const Mesh_HL1 *)((uint8_t *)header_ + pmodel->meshindex); |
757 | |
|
758 | 0 | uint8_t *pvertbone = ((uint8_t *)header_ + pmodel->vertinfoindex); |
759 | 0 | uint8_t *pnormbone = ((uint8_t *)header_ + pmodel->norminfoindex); |
760 | 0 | vec3_t *pstudioverts = (vec3_t *)((uint8_t *)header_ + pmodel->vertindex); |
761 | 0 | vec3_t *pstudionorms = (vec3_t *)((uint8_t *)header_ + pmodel->normindex); |
762 | | |
763 | | // Each vertex and normal is in local space, so transform |
764 | | // each of them to bring them in bind pose. |
765 | 0 | bind_pose_vertices.resize(pmodel->numverts); |
766 | 0 | bind_pose_normals.resize(pmodel->numnorms); |
767 | 0 | for (size_t k = 0; k < bind_pose_vertices.size(); ++k) { |
768 | 0 | const vec3_t &vert = pstudioverts[k]; |
769 | 0 | bind_pose_vertices[k] = temp_bones_[pvertbone[k]].absolute_transform * aiVector3D(vert[0], vert[1], vert[2]); |
770 | 0 | } |
771 | 0 | for (size_t k = 0; k < bind_pose_normals.size(); ++k) { |
772 | 0 | const vec3_t &norm = pstudionorms[k]; |
773 | | // Compute the normal matrix to transform the normal into bind pose, |
774 | | // without affecting its length. |
775 | 0 | const aiMatrix4x4 normal_matrix = aiMatrix4x4(temp_bones_[pnormbone[k]].absolute_transform).Inverse().Transpose(); |
776 | 0 | bind_pose_normals[k] = normal_matrix * aiVector3D(norm[0], norm[1], norm[2]); |
777 | 0 | } |
778 | | |
779 | | // Create model node for the mesh tree hierarchy. |
780 | 0 | aiNode *model_node = (*bodypart_models_ptr) = new aiNode(unique_models_names[model_index]); |
781 | 0 | model_node->mParent = bodypart_node; |
782 | 0 | model_node->mNumMeshes = static_cast<unsigned int>(pmodel->nummesh); |
783 | 0 | model_node->mMeshes = new unsigned int[model_node->mNumMeshes]; |
784 | 0 | unsigned int *model_meshes_ptr = model_node->mMeshes; |
785 | |
|
786 | 0 | for (int k = 0; k < pmodel->nummesh; ++k, ++pmesh, ++mesh_index, ++model_meshes_ptr) { |
787 | 0 | *model_meshes_ptr = mesh_index; |
788 | | |
789 | | // Read triverts. |
790 | 0 | short *ptricmds = (short *)((uint8_t *)header_ + pmesh->triindex); |
791 | 0 | float texcoords_s_scale = 1.0f / (float)ptexture[pskinref[pmesh->skinref]].width; |
792 | 0 | float texcoords_t_scale = 1.0f / (float)ptexture[pskinref[pmesh->skinref]].height; |
793 | | |
794 | | // Reset the data for the upcoming mesh. |
795 | 0 | triverts.clear(); |
796 | 0 | triverts.resize(pmodel->numverts); |
797 | 0 | mesh_triverts_indices.clear(); |
798 | 0 | mesh_faces.clear(); |
799 | 0 | triverts_similars.clear(); |
800 | 0 | bone_triverts.clear(); |
801 | |
|
802 | 0 | int l; |
803 | 0 | while ((l = *(ptricmds++))) { |
804 | 0 | bool is_triangle_fan = false; |
805 | |
|
806 | 0 | if (l < 0) { |
807 | 0 | l = -l; |
808 | 0 | is_triangle_fan = true; |
809 | 0 | } |
810 | | |
811 | | // Clear the list of tris for the upcoming tris. |
812 | 0 | tricmds.clear(); |
813 | |
|
814 | 0 | for (; l > 0; l--, ptricmds += 4) { |
815 | 0 | const Trivert *input_trivert = reinterpret_cast<const Trivert *>(ptricmds); |
816 | 0 | const int bone = pvertbone[input_trivert->vertindex]; |
817 | |
|
818 | 0 | HL1MeshTrivert *private_trivert = &triverts[input_trivert->vertindex]; |
819 | 0 | if (private_trivert->localindex == -1) { |
820 | | // First time referenced. |
821 | 0 | *private_trivert = *input_trivert; |
822 | 0 | private_trivert->localindex = static_cast<short>(mesh_triverts_indices.size()); |
823 | 0 | mesh_triverts_indices.push_back(input_trivert->vertindex); |
824 | 0 | tricmds.push_back(private_trivert->localindex); |
825 | 0 | AddTrivertToBone(bone, private_trivert->localindex); |
826 | 0 | } else if (*private_trivert == *input_trivert) { |
827 | | // Exists and is the same. |
828 | 0 | tricmds.push_back(private_trivert->localindex); |
829 | 0 | } else { |
830 | | // No similar trivert associated to the trivert currently processed. |
831 | 0 | if (triverts_similars.count(input_trivert->vertindex) == 0) |
832 | 0 | AddSimilarTrivert(*input_trivert, bone); |
833 | 0 | else { |
834 | | // Search in the list of similar triverts to see if the |
835 | | // trivert in process is already registered. |
836 | 0 | short similar_index = -1; |
837 | 0 | for (auto it = triverts_similars[input_trivert->vertindex].cbegin(); |
838 | 0 | similar_index == -1 && it != triverts_similars[input_trivert->vertindex].cend(); |
839 | 0 | ++it) { |
840 | 0 | if (triverts[*it] == *input_trivert) |
841 | 0 | similar_index = *it; |
842 | 0 | } |
843 | | |
844 | | // If a similar trivert has been found, reuse it. |
845 | | // Otherwise, add it. |
846 | 0 | if (similar_index == -1) |
847 | 0 | AddSimilarTrivert(*input_trivert, bone); |
848 | 0 | else |
849 | 0 | tricmds.push_back(triverts[similar_index].localindex); |
850 | 0 | } |
851 | 0 | } |
852 | 0 | } |
853 | | |
854 | | // Build mesh faces. |
855 | 0 | const int num_faces = static_cast<int>(tricmds.size() - 2); |
856 | 0 | mesh_faces.reserve(num_faces); |
857 | |
|
858 | 0 | if (is_triangle_fan) { |
859 | 0 | for (int faceIdx = 0; faceIdx < num_faces; ++faceIdx) { |
860 | 0 | mesh_faces.push_back(HL1MeshFace{ |
861 | 0 | tricmds[0], |
862 | 0 | tricmds[faceIdx + 1], |
863 | 0 | tricmds[faceIdx + 2] }); |
864 | 0 | } |
865 | 0 | } else { |
866 | 0 | for (int faceIdx = 0; faceIdx < num_faces; ++faceIdx) { |
867 | 0 | if (faceIdx & 1) { |
868 | | // Preserve winding order. |
869 | 0 | mesh_faces.push_back(HL1MeshFace{ |
870 | 0 | tricmds[faceIdx + 1], |
871 | 0 | tricmds[faceIdx], |
872 | 0 | tricmds[faceIdx + 2] }); |
873 | 0 | } else { |
874 | 0 | mesh_faces.push_back(HL1MeshFace{ |
875 | 0 | tricmds[faceIdx], |
876 | 0 | tricmds[faceIdx + 1], |
877 | 0 | tricmds[faceIdx + 2] }); |
878 | 0 | } |
879 | 0 | } |
880 | 0 | } |
881 | |
|
882 | 0 | total_triangles += num_faces; |
883 | 0 | } |
884 | | |
885 | | // Create the scene mesh. |
886 | 0 | aiMesh *scene_mesh = scene_->mMeshes[mesh_index] = new aiMesh(); |
887 | 0 | scene_mesh->mPrimitiveTypes = aiPrimitiveType::aiPrimitiveType_TRIANGLE; |
888 | 0 | scene_mesh->mMaterialIndex = pskinref[pmesh->skinref]; |
889 | |
|
890 | 0 | scene_mesh->mNumVertices = static_cast<unsigned int>(mesh_triverts_indices.size()); |
891 | |
|
892 | 0 | if (scene_mesh->mNumVertices) { |
893 | 0 | scene_mesh->mVertices = new aiVector3D[scene_mesh->mNumVertices]; |
894 | 0 | scene_mesh->mNormals = new aiVector3D[scene_mesh->mNumVertices]; |
895 | |
|
896 | 0 | scene_mesh->mNumUVComponents[0] = 2; |
897 | 0 | scene_mesh->mTextureCoords[0] = new aiVector3D[scene_mesh->mNumVertices]; |
898 | | |
899 | | // Add vertices. |
900 | 0 | for (unsigned int v = 0; v < scene_mesh->mNumVertices; ++v) { |
901 | 0 | const HL1MeshTrivert *pTrivert = &triverts[mesh_triverts_indices[v]]; |
902 | 0 | scene_mesh->mVertices[v] = bind_pose_vertices[pTrivert->vertindex]; |
903 | 0 | scene_mesh->mNormals[v] = bind_pose_normals[pTrivert->normindex]; |
904 | 0 | scene_mesh->mTextureCoords[0][v] = aiVector3D( |
905 | 0 | pTrivert->s * texcoords_s_scale, |
906 | 0 | pTrivert->t * -texcoords_t_scale, 0); |
907 | 0 | } |
908 | | |
909 | | // Add face and indices. |
910 | 0 | scene_mesh->mNumFaces = static_cast<unsigned int>(mesh_faces.size()); |
911 | 0 | scene_mesh->mFaces = new aiFace[scene_mesh->mNumFaces]; |
912 | |
|
913 | 0 | for (unsigned int f = 0; f < scene_mesh->mNumFaces; ++f) { |
914 | 0 | aiFace *face = &scene_mesh->mFaces[f]; |
915 | 0 | face->mNumIndices = 3; |
916 | 0 | face->mIndices = new unsigned int[3]; |
917 | 0 | face->mIndices[0] = mesh_faces[f].v2; |
918 | 0 | face->mIndices[1] = mesh_faces[f].v1; |
919 | 0 | face->mIndices[2] = mesh_faces[f].v0; |
920 | 0 | } |
921 | | |
922 | | // Add mesh bones. |
923 | 0 | scene_mesh->mNumBones = static_cast<unsigned int>(bone_triverts.size()); |
924 | 0 | scene_mesh->mBones = new aiBone *[scene_mesh->mNumBones]; |
925 | |
|
926 | 0 | aiBone **scene_bone_ptr = scene_mesh->mBones; |
927 | |
|
928 | 0 | for (auto bone_it = bone_triverts.cbegin(); |
929 | 0 | bone_it != bone_triverts.cend(); |
930 | 0 | ++bone_it, ++scene_bone_ptr) { |
931 | 0 | const int bone_index = bone_it->first; |
932 | |
|
933 | 0 | aiBone *scene_bone = (*scene_bone_ptr) = new aiBone(); |
934 | 0 | scene_bone->mName = temp_bones_[bone_index].node->mName; |
935 | |
|
936 | 0 | scene_bone->mOffsetMatrix = temp_bones_[bone_index].offset_matrix; |
937 | |
|
938 | 0 | auto vertex_ids = bone_triverts.at(bone_index); |
939 | | |
940 | | // Add vertex weight per bone. |
941 | 0 | scene_bone->mNumWeights = static_cast<unsigned int>(vertex_ids.size()); |
942 | 0 | aiVertexWeight *vertex_weight_ptr = scene_bone->mWeights = new aiVertexWeight[scene_bone->mNumWeights]; |
943 | |
|
944 | 0 | for (auto vertex_it = vertex_ids.begin(); |
945 | 0 | vertex_it != vertex_ids.end(); |
946 | 0 | ++vertex_it, ++vertex_weight_ptr) { |
947 | 0 | vertex_weight_ptr->mVertexId = *vertex_it; |
948 | 0 | vertex_weight_ptr->mWeight = 1.0f; |
949 | 0 | } |
950 | 0 | } |
951 | 0 | } |
952 | 0 | } |
953 | 0 | } |
954 | 0 | } |
955 | |
|
956 | 0 | if (total_triangles > AI_MDL_HL1_MAX_TRIANGLES) { |
957 | 0 | log_warning_limit_exceeded<AI_MDL_HL1_MAX_TRIANGLES>(total_triangles, "triangles"); |
958 | 0 | } |
959 | 0 | } |
960 | | |
961 | | // ------------------------------------------------------------------------------------------------ |
962 | 0 | void HL1MDLLoader::read_animations() { |
963 | 0 | if (!header_->numseq) { |
964 | 0 | return; |
965 | 0 | } |
966 | | |
967 | 0 | const SequenceDesc_HL1 *pseqdesc = (const SequenceDesc_HL1 *)((uint8_t *)header_ + header_->seqindex); |
968 | 0 | const SequenceGroup_HL1 *pseqgroup = nullptr; |
969 | 0 | const AnimValueOffset_HL1 *panim = nullptr; |
970 | 0 | const AnimValue_HL1 *panimvalue = nullptr; |
971 | |
|
972 | 0 | unique_sequence_names_.resize(header_->numseq); |
973 | 0 | for (int i = 0; i < header_->numseq; ++i) |
974 | 0 | unique_sequence_names_[i] = pseqdesc[i].label; |
975 | | |
976 | | // Ensure sequences have unique names. |
977 | 0 | unique_name_generator_.set_template_name("Sequence"); |
978 | 0 | unique_name_generator_.make_unique(unique_sequence_names_); |
979 | |
|
980 | 0 | scene_->mNumAnimations = 0; |
981 | |
|
982 | 0 | int highest_num_blend_animations = SequenceBlendMode_HL1::NoBlend; |
983 | | |
984 | | // Count the total number of animations. |
985 | 0 | for (int i = 0; i < header_->numseq; ++i, ++pseqdesc) { |
986 | 0 | scene_->mNumAnimations += pseqdesc->numblends; |
987 | 0 | highest_num_blend_animations = std::max(pseqdesc->numblends, highest_num_blend_animations); |
988 | 0 | } |
989 | | |
990 | | // Get the number of available blend controllers for global info. |
991 | 0 | get_num_blend_controllers(highest_num_blend_animations, num_blend_controllers_); |
992 | |
|
993 | 0 | pseqdesc = (const SequenceDesc_HL1 *)((uint8_t *)header_ + header_->seqindex); |
994 | |
|
995 | 0 | aiAnimation **scene_animations_ptr = scene_->mAnimations = new aiAnimation *[scene_->mNumAnimations]; |
996 | |
|
997 | 0 | for (int sequence = 0; sequence < header_->numseq; ++sequence, ++pseqdesc) { |
998 | 0 | pseqgroup = (const SequenceGroup_HL1 *)((uint8_t *)header_ + header_->seqgroupindex) + pseqdesc->seqgroup; |
999 | |
|
1000 | 0 | if (pseqdesc->seqgroup == 0) { |
1001 | 0 | panim = (const AnimValueOffset_HL1 *)((uint8_t *)header_ + pseqgroup->unused2 + pseqdesc->animindex); |
1002 | 0 | } else { |
1003 | 0 | panim = (const AnimValueOffset_HL1 *)((uint8_t *)anim_headers_[pseqdesc->seqgroup] + pseqdesc->animindex); |
1004 | 0 | } |
1005 | |
|
1006 | 0 | for (int blend = 0; blend < pseqdesc->numblends; ++blend, ++scene_animations_ptr) { |
1007 | |
|
1008 | 0 | const Bone_HL1 *pbone = (const Bone_HL1 *)((uint8_t *)header_ + header_->boneindex); |
1009 | |
|
1010 | 0 | aiAnimation *scene_animation = (*scene_animations_ptr) = new aiAnimation(); |
1011 | |
|
1012 | 0 | scene_animation->mName = unique_sequence_names_[sequence]; |
1013 | 0 | scene_animation->mTicksPerSecond = pseqdesc->fps; |
1014 | 0 | scene_animation->mDuration = static_cast<double>(pseqdesc->fps) * pseqdesc->numframes; |
1015 | 0 | scene_animation->mNumChannels = static_cast<unsigned int>(header_->numbones); |
1016 | 0 | scene_animation->mChannels = new aiNodeAnim *[scene_animation->mNumChannels]; |
1017 | |
|
1018 | 0 | for (int bone = 0; bone < header_->numbones; bone++, ++pbone, ++panim) { |
1019 | 0 | aiNodeAnim *node_anim = scene_animation->mChannels[bone] = new aiNodeAnim(); |
1020 | 0 | node_anim->mNodeName = temp_bones_[bone].node->mName; |
1021 | |
|
1022 | 0 | node_anim->mNumPositionKeys = pseqdesc->numframes; |
1023 | 0 | node_anim->mNumRotationKeys = node_anim->mNumPositionKeys; |
1024 | 0 | node_anim->mNumScalingKeys = 0; |
1025 | |
|
1026 | 0 | node_anim->mPositionKeys = new aiVectorKey[node_anim->mNumPositionKeys]; |
1027 | 0 | node_anim->mRotationKeys = new aiQuatKey[node_anim->mNumRotationKeys]; |
1028 | |
|
1029 | 0 | for (int frame = 0; frame < pseqdesc->numframes; ++frame) { |
1030 | 0 | aiVectorKey *position_key = &node_anim->mPositionKeys[frame]; |
1031 | 0 | aiQuatKey *rotation_key = &node_anim->mRotationKeys[frame]; |
1032 | |
|
1033 | 0 | aiVector3D angle1; |
1034 | 0 | for (int j = 0; j < 3; ++j) { |
1035 | 0 | if (panim->offset[j + 3] != 0) { |
1036 | | // Read compressed rotation delta. |
1037 | 0 | panimvalue = (const AnimValue_HL1 *)((uint8_t *)panim + panim->offset[j + 3]); |
1038 | 0 | extract_anim_value(panimvalue, frame, pbone->scale[j + 3], angle1[j]); |
1039 | 0 | } |
1040 | | |
1041 | | // Add the default rotation value. |
1042 | 0 | angle1[j] += pbone->value[j + 3]; |
1043 | |
|
1044 | 0 | if (panim->offset[j] != 0) { |
1045 | | // Read compressed position delta. |
1046 | 0 | panimvalue = (const AnimValue_HL1 *)((uint8_t *)panim + panim->offset[j]); |
1047 | 0 | extract_anim_value(panimvalue, frame, pbone->scale[j], position_key->mValue[j]); |
1048 | 0 | } |
1049 | | |
1050 | | // Add the default position value. |
1051 | 0 | position_key->mValue[j] += pbone->value[j]; |
1052 | 0 | } |
1053 | |
|
1054 | 0 | position_key->mTime = rotation_key->mTime = static_cast<double>(frame); |
1055 | | /* The Half-Life engine uses X as forward, Y as left, Z as up. Therefore, |
1056 | | pitch,yaw,roll is represented as (YZX). */ |
1057 | 0 | rotation_key->mValue = aiQuaternion(angle1.y, angle1.z, angle1.x); |
1058 | 0 | rotation_key->mValue.Normalize(); |
1059 | 0 | } |
1060 | 0 | } |
1061 | 0 | } |
1062 | 0 | } |
1063 | 0 | } |
1064 | | |
1065 | | // ------------------------------------------------------------------------------------------------ |
1066 | 0 | void HL1MDLLoader::read_sequence_groups_info() { |
1067 | 0 | if (!header_->numseqgroups) { |
1068 | 0 | return; |
1069 | 0 | } |
1070 | | |
1071 | 0 | aiNode *sequence_groups_node = new aiNode(AI_MDL_HL1_NODE_SEQUENCE_GROUPS); |
1072 | 0 | rootnode_children_.push_back(sequence_groups_node); |
1073 | |
|
1074 | 0 | sequence_groups_node->mNumChildren = static_cast<unsigned int>(header_->numseqgroups); |
1075 | 0 | sequence_groups_node->mChildren = new aiNode *[sequence_groups_node->mNumChildren]; |
1076 | |
|
1077 | 0 | const SequenceGroup_HL1 *pseqgroup = (const SequenceGroup_HL1 *)((uint8_t *)header_ + header_->seqgroupindex); |
1078 | |
|
1079 | 0 | unique_sequence_groups_names_.resize(header_->numseqgroups); |
1080 | 0 | for (int i = 0; i < header_->numseqgroups; ++i) { |
1081 | 0 | unique_sequence_groups_names_[i] = pseqgroup[i].label; |
1082 | 0 | } |
1083 | | |
1084 | | // Ensure sequence groups have unique names. |
1085 | 0 | unique_name_generator_.set_template_name("SequenceGroup"); |
1086 | 0 | unique_name_generator_.make_unique(unique_sequence_groups_names_); |
1087 | |
|
1088 | 0 | for (int i = 0; i < header_->numseqgroups; ++i, ++pseqgroup) { |
1089 | 0 | aiNode *sequence_group_node = sequence_groups_node->mChildren[i] = new aiNode(unique_sequence_groups_names_[i]); |
1090 | 0 | sequence_group_node->mParent = sequence_groups_node; |
1091 | |
|
1092 | 0 | aiMetadata *md = sequence_group_node->mMetaData = aiMetadata::Alloc(1); |
1093 | 0 | if (i == 0) { |
1094 | | /* StudioMDL does not write the file name for the default sequence group, |
1095 | | so we will write it. */ |
1096 | 0 | md->Set(0, "File", aiString(file_path_)); |
1097 | 0 | } else { |
1098 | 0 | md->Set(0, "File", aiString(pseqgroup->name)); |
1099 | 0 | } |
1100 | 0 | } |
1101 | 0 | } |
1102 | | |
1103 | | // ------------------------------------------------------------------------------------------------ |
1104 | 0 | void HL1MDLLoader::read_sequence_infos() { |
1105 | 0 | if (!header_->numseq) { |
1106 | 0 | return; |
1107 | 0 | } |
1108 | | |
1109 | 0 | const SequenceDesc_HL1 *pseqdesc = (const SequenceDesc_HL1 *)((uint8_t *)header_ + header_->seqindex); |
1110 | |
|
1111 | 0 | aiNode *sequence_infos_node = new aiNode(AI_MDL_HL1_NODE_SEQUENCE_INFOS); |
1112 | 0 | rootnode_children_.push_back(sequence_infos_node); |
1113 | |
|
1114 | 0 | sequence_infos_node->mNumChildren = static_cast<unsigned int>(header_->numseq); |
1115 | 0 | sequence_infos_node->mChildren = new aiNode *[sequence_infos_node->mNumChildren]; |
1116 | |
|
1117 | 0 | std::vector<aiNode *> sequence_info_node_children; |
1118 | |
|
1119 | 0 | int animation_index = 0; |
1120 | 0 | for (int i = 0; i < header_->numseq; ++i, ++pseqdesc) { |
1121 | | // Clear the list of children for the upcoming sequence info node. |
1122 | 0 | sequence_info_node_children.clear(); |
1123 | |
|
1124 | 0 | aiNode *sequence_info_node = sequence_infos_node->mChildren[i] = new aiNode(unique_sequence_names_[i]); |
1125 | 0 | sequence_info_node->mParent = sequence_infos_node; |
1126 | | |
1127 | | // Setup sequence info node Metadata. |
1128 | 0 | aiMetadata *md = sequence_info_node->mMetaData = aiMetadata::Alloc(16); |
1129 | 0 | md->Set(0, "AnimationIndex", animation_index); |
1130 | 0 | animation_index += pseqdesc->numblends; |
1131 | | |
1132 | | // Reference the sequence group by name. This allows us to search a particular |
1133 | | // sequence group by name using aiNode(s). |
1134 | 0 | md->Set(1, "SequenceGroup", aiString(unique_sequence_groups_names_[pseqdesc->seqgroup])); |
1135 | 0 | md->Set(2, "FramesPerSecond", pseqdesc->fps); |
1136 | 0 | md->Set(3, "NumFrames", pseqdesc->numframes); |
1137 | 0 | md->Set(4, "NumBlends", pseqdesc->numblends); |
1138 | 0 | md->Set(5, "Activity", pseqdesc->activity); |
1139 | 0 | md->Set(6, "ActivityWeight", pseqdesc->actweight); |
1140 | 0 | md->Set(7, "MotionFlags", pseqdesc->motiontype); |
1141 | 0 | md->Set(8, "MotionBone", temp_bones_[pseqdesc->motionbone].node->mName); |
1142 | 0 | md->Set(9, "LinearMovement", aiVector3D(pseqdesc->linearmovement[0], pseqdesc->linearmovement[1], pseqdesc->linearmovement[2])); |
1143 | 0 | md->Set(10, "BBMin", aiVector3D(pseqdesc->bbmin[0], pseqdesc->bbmin[1], pseqdesc->bbmin[2])); |
1144 | 0 | md->Set(11, "BBMax", aiVector3D(pseqdesc->bbmax[0], pseqdesc->bbmax[1], pseqdesc->bbmax[2])); |
1145 | 0 | md->Set(12, "EntryNode", pseqdesc->entrynode); |
1146 | 0 | md->Set(13, "ExitNode", pseqdesc->exitnode); |
1147 | 0 | md->Set(14, "NodeFlags", pseqdesc->nodeflags); |
1148 | 0 | md->Set(15, "Flags", pseqdesc->flags); |
1149 | |
|
1150 | 0 | if (import_settings_.read_blend_controllers) { |
1151 | 0 | int num_blend_controllers; |
1152 | 0 | if (get_num_blend_controllers(pseqdesc->numblends, num_blend_controllers) && num_blend_controllers) { |
1153 | | // Read blend controllers info. |
1154 | 0 | aiNode *blend_controllers_node = new aiNode(AI_MDL_HL1_NODE_BLEND_CONTROLLERS); |
1155 | 0 | sequence_info_node_children.push_back(blend_controllers_node); |
1156 | 0 | blend_controllers_node->mParent = sequence_info_node; |
1157 | 0 | blend_controllers_node->mNumChildren = static_cast<unsigned int>(num_blend_controllers); |
1158 | 0 | blend_controllers_node->mChildren = new aiNode *[blend_controllers_node->mNumChildren]; |
1159 | |
|
1160 | 0 | for (unsigned int j = 0; j < blend_controllers_node->mNumChildren; ++j) { |
1161 | 0 | aiNode *blend_controller_node = blend_controllers_node->mChildren[j] = new aiNode(); |
1162 | 0 | blend_controller_node->mParent = blend_controllers_node; |
1163 | |
|
1164 | 0 | aiMetadata *metaData = blend_controller_node->mMetaData = aiMetadata::Alloc(3); |
1165 | 0 | metaData->Set(0, "Start", pseqdesc->blendstart[j]); |
1166 | 0 | metaData->Set(1, "End", pseqdesc->blendend[j]); |
1167 | 0 | metaData->Set(2, "MotionFlags", pseqdesc->blendtype[j]); |
1168 | 0 | } |
1169 | 0 | } |
1170 | 0 | } |
1171 | |
|
1172 | 0 | if (import_settings_.read_animation_events && pseqdesc->numevents) { |
1173 | | // Read animation events. |
1174 | |
|
1175 | 0 | if (pseqdesc->numevents > AI_MDL_HL1_MAX_EVENTS) { |
1176 | 0 | log_warning_limit_exceeded<AI_MDL_HL1_MAX_EVENTS>( |
1177 | 0 | "Sequence " + std::string(pseqdesc->label), |
1178 | 0 | pseqdesc->numevents, "animation events"); |
1179 | 0 | } |
1180 | |
|
1181 | 0 | const AnimEvent_HL1 *pevent = (const AnimEvent_HL1 *)((uint8_t *)header_ + pseqdesc->eventindex); |
1182 | |
|
1183 | 0 | aiNode *pEventsNode = new aiNode(AI_MDL_HL1_NODE_ANIMATION_EVENTS); |
1184 | 0 | sequence_info_node_children.push_back(pEventsNode); |
1185 | 0 | pEventsNode->mParent = sequence_info_node; |
1186 | 0 | pEventsNode->mNumChildren = static_cast<unsigned int>(pseqdesc->numevents); |
1187 | 0 | pEventsNode->mChildren = new aiNode *[pEventsNode->mNumChildren]; |
1188 | |
|
1189 | 0 | for (unsigned int j = 0; j < pEventsNode->mNumChildren; ++j, ++pevent) { |
1190 | 0 | aiNode *pEvent = pEventsNode->mChildren[j] = new aiNode(); |
1191 | 0 | pEvent->mParent = pEventsNode; |
1192 | |
|
1193 | 0 | aiMetadata *metaData = pEvent->mMetaData = aiMetadata::Alloc(3); |
1194 | 0 | metaData->Set(0, "Frame", pevent->frame); |
1195 | 0 | metaData->Set(1, "ScriptEvent", pevent->event); |
1196 | 0 | metaData->Set(2, "Options", aiString(pevent->options)); |
1197 | 0 | } |
1198 | 0 | } |
1199 | |
|
1200 | 0 | if (sequence_info_node_children.size()) { |
1201 | 0 | sequence_info_node->addChildren( |
1202 | 0 | static_cast<unsigned int>(sequence_info_node_children.size()), |
1203 | 0 | sequence_info_node_children.data()); |
1204 | 0 | } |
1205 | 0 | } |
1206 | 0 | } |
1207 | | |
1208 | | // ------------------------------------------------------------------------------------------------ |
1209 | 0 | void HL1MDLLoader::read_sequence_transitions() { |
1210 | 0 | if (!header_->numtransitions) { |
1211 | 0 | return; |
1212 | 0 | } |
1213 | | |
1214 | | // Read sequence transition graph. |
1215 | 0 | aiNode *transition_graph_node = new aiNode(AI_MDL_HL1_NODE_SEQUENCE_TRANSITION_GRAPH); |
1216 | 0 | rootnode_children_.push_back(transition_graph_node); |
1217 | |
|
1218 | 0 | uint8_t *ptransitions = ((uint8_t *)header_ + header_->transitionindex); |
1219 | 0 | aiMetadata *md = transition_graph_node->mMetaData = aiMetadata::Alloc(header_->numtransitions * header_->numtransitions); |
1220 | 0 | for (unsigned int i = 0; i < md->mNumProperties; ++i) |
1221 | 0 | md->Set(i, std::to_string(i), static_cast<int>(ptransitions[i])); |
1222 | 0 | } |
1223 | | |
1224 | 0 | void HL1MDLLoader::read_attachments() { |
1225 | 0 | if (!header_->numattachments) { |
1226 | 0 | return; |
1227 | 0 | } |
1228 | | |
1229 | 0 | const Attachment_HL1 *pattach = (const Attachment_HL1 *)((uint8_t *)header_ + header_->attachmentindex); |
1230 | |
|
1231 | 0 | aiNode *attachments_node = new aiNode(AI_MDL_HL1_NODE_ATTACHMENTS); |
1232 | 0 | rootnode_children_.push_back(attachments_node); |
1233 | 0 | attachments_node->mNumChildren = static_cast<unsigned int>(header_->numattachments); |
1234 | 0 | attachments_node->mChildren = new aiNode *[attachments_node->mNumChildren]; |
1235 | |
|
1236 | 0 | for (int i = 0; i < header_->numattachments; ++i, ++pattach) { |
1237 | 0 | aiNode *attachment_node = attachments_node->mChildren[i] = new aiNode(); |
1238 | 0 | attachment_node->mParent = attachments_node; |
1239 | 0 | attachment_node->mMetaData = aiMetadata::Alloc(2); |
1240 | 0 | attachment_node->mMetaData->Set(0, "Position", aiVector3D(pattach->org[0], pattach->org[1], pattach->org[2])); |
1241 | | // Reference the bone by name. This allows us to search a particular |
1242 | | // bone by name using aiNode(s). |
1243 | 0 | attachment_node->mMetaData->Set(1, "Bone", temp_bones_[pattach->bone].node->mName); |
1244 | 0 | } |
1245 | 0 | } |
1246 | | |
1247 | | // ------------------------------------------------------------------------------------------------ |
1248 | 0 | void HL1MDLLoader::read_hitboxes() { |
1249 | 0 | if (!header_->numhitboxes) { |
1250 | 0 | return; |
1251 | 0 | } |
1252 | | |
1253 | 0 | const Hitbox_HL1 *phitbox = (const Hitbox_HL1 *)((uint8_t *)header_ + header_->hitboxindex); |
1254 | |
|
1255 | 0 | aiNode *hitboxes_node = new aiNode(AI_MDL_HL1_NODE_HITBOXES); |
1256 | 0 | rootnode_children_.push_back(hitboxes_node); |
1257 | 0 | hitboxes_node->mNumChildren = static_cast<unsigned int>(header_->numhitboxes); |
1258 | 0 | hitboxes_node->mChildren = new aiNode *[hitboxes_node->mNumChildren]; |
1259 | |
|
1260 | 0 | for (int i = 0; i < header_->numhitboxes; ++i, ++phitbox) { |
1261 | 0 | aiNode *hitbox_node = hitboxes_node->mChildren[i] = new aiNode(); |
1262 | 0 | hitbox_node->mParent = hitboxes_node; |
1263 | |
|
1264 | 0 | aiMetadata *md = hitbox_node->mMetaData = aiMetadata::Alloc(4); |
1265 | | // Reference the bone by name. This allows us to search a particular |
1266 | | // bone by name using aiNode(s). |
1267 | 0 | md->Set(0, "Bone", temp_bones_[phitbox->bone].node->mName); |
1268 | 0 | md->Set(1, "HitGroup", phitbox->group); |
1269 | 0 | md->Set(2, "BBMin", aiVector3D(phitbox->bbmin[0], phitbox->bbmin[1], phitbox->bbmin[2])); |
1270 | 0 | md->Set(3, "BBMax", aiVector3D(phitbox->bbmax[0], phitbox->bbmax[1], phitbox->bbmax[2])); |
1271 | 0 | } |
1272 | 0 | } |
1273 | | |
1274 | | // ------------------------------------------------------------------------------------------------ |
1275 | 0 | void HL1MDLLoader::read_bone_controllers() { |
1276 | 0 | if (!header_->numbonecontrollers) { |
1277 | 0 | return; |
1278 | 0 | } |
1279 | | |
1280 | 0 | const BoneController_HL1 *pbonecontroller = (const BoneController_HL1 *)((uint8_t *)header_ + header_->bonecontrollerindex); |
1281 | |
|
1282 | 0 | aiNode *bones_controller_node = new aiNode(AI_MDL_HL1_NODE_BONE_CONTROLLERS); |
1283 | 0 | rootnode_children_.push_back(bones_controller_node); |
1284 | 0 | bones_controller_node->mNumChildren = static_cast<unsigned int>(header_->numbonecontrollers); |
1285 | 0 | bones_controller_node->mChildren = new aiNode *[bones_controller_node->mNumChildren]; |
1286 | |
|
1287 | 0 | for (int i = 0; i < header_->numbonecontrollers; ++i, ++pbonecontroller) { |
1288 | 0 | aiNode *bone_controller_node = bones_controller_node->mChildren[i] = new aiNode(); |
1289 | 0 | bone_controller_node->mParent = bones_controller_node; |
1290 | |
|
1291 | 0 | aiMetadata *md = bone_controller_node->mMetaData = aiMetadata::Alloc(5); |
1292 | | // Reference the bone by name. This allows us to search a particular |
1293 | | // bone by name using aiNode(s). |
1294 | 0 | md->Set(0, "Bone", temp_bones_[pbonecontroller->bone].node->mName); |
1295 | 0 | md->Set(1, "MotionFlags", pbonecontroller->type); |
1296 | 0 | md->Set(2, "Start", pbonecontroller->start); |
1297 | 0 | md->Set(3, "End", pbonecontroller->end); |
1298 | 0 | md->Set(4, "Channel", pbonecontroller->index); |
1299 | 0 | } |
1300 | 0 | } |
1301 | | |
1302 | | // ------------------------------------------------------------------------------------------------ |
1303 | 0 | void HL1MDLLoader::read_global_info() { |
1304 | 0 | aiNode *global_info_node = new aiNode(AI_MDL_HL1_NODE_GLOBAL_INFO); |
1305 | 0 | rootnode_children_.push_back(global_info_node); |
1306 | |
|
1307 | 0 | aiMetadata *md = global_info_node->mMetaData = aiMetadata::Alloc(import_settings_.read_misc_global_info ? 16 : 11); |
1308 | 0 | md->Set(0, "Version", AI_MDL_HL1_VERSION); |
1309 | 0 | md->Set(1, "NumBodyparts", header_->numbodyparts); |
1310 | 0 | md->Set(2, "NumModels", total_models_); |
1311 | 0 | md->Set(3, "NumBones", header_->numbones); |
1312 | 0 | md->Set(4, "NumAttachments", import_settings_.read_attachments ? header_->numattachments : 0); |
1313 | 0 | md->Set(5, "NumSkinFamilies", texture_header_->numskinfamilies); |
1314 | 0 | md->Set(6, "NumHitboxes", import_settings_.read_hitboxes ? header_->numhitboxes : 0); |
1315 | 0 | md->Set(7, "NumBoneControllers", import_settings_.read_bone_controllers ? header_->numbonecontrollers : 0); |
1316 | 0 | md->Set(8, "NumSequences", import_settings_.read_animations ? header_->numseq : 0); |
1317 | 0 | md->Set(9, "NumBlendControllers", import_settings_.read_blend_controllers ? num_blend_controllers_ : 0); |
1318 | 0 | md->Set(10, "NumTransitionNodes", import_settings_.read_sequence_transitions ? header_->numtransitions : 0); |
1319 | |
|
1320 | 0 | if (import_settings_.read_misc_global_info) { |
1321 | 0 | md->Set(11, "EyePosition", aiVector3D(header_->eyeposition[0], header_->eyeposition[1], header_->eyeposition[2])); |
1322 | 0 | md->Set(12, "HullMin", aiVector3D(header_->min[0], header_->min[1], header_->min[2])); |
1323 | 0 | md->Set(13, "HullMax", aiVector3D(header_->max[0], header_->max[1], header_->max[2])); |
1324 | 0 | md->Set(14, "CollisionMin", aiVector3D(header_->bbmin[0], header_->bbmin[1], header_->bbmin[2])); |
1325 | 0 | md->Set(15, "CollisionMax", aiVector3D(header_->bbmax[0], header_->bbmax[1], header_->bbmax[2])); |
1326 | 0 | } |
1327 | 0 | } |
1328 | | |
1329 | | // ------------------------------------------------------------------------------------------------ |
1330 | | /** @brief This method reads a compressed anim value. |
1331 | | * |
1332 | | * @note The structure of this method is taken from HL2 source code. |
1333 | | * Although this is from HL2, it's implementation is almost identical |
1334 | | * to code found in HL1 SDK. See HL1 and HL2 SDKs for more info. |
1335 | | * |
1336 | | * source: |
1337 | | * HL1 source code. |
1338 | | * file: studio_render.cpp |
1339 | | * function(s): CalcBoneQuaternion and CalcBonePosition |
1340 | | * |
1341 | | * HL2 source code. |
1342 | | * file: bone_setup.cpp |
1343 | | * function(s): ExtractAnimValue |
1344 | | */ |
1345 | | void HL1MDLLoader::extract_anim_value( |
1346 | | const AnimValue_HL1 *panimvalue, |
1347 | 0 | int frame, float bone_scale, ai_real &value) { |
1348 | 0 | int k = frame; |
1349 | | |
1350 | | // find span of values that includes the frame we want |
1351 | 0 | while (panimvalue->num.total <= k) { |
1352 | 0 | k -= panimvalue->num.total; |
1353 | 0 | panimvalue += panimvalue->num.valid + 1; |
1354 | 0 | } |
1355 | | |
1356 | | // Bah, missing blend! |
1357 | 0 | if (panimvalue->num.valid > k) { |
1358 | 0 | value = panimvalue[k + 1].value * bone_scale; |
1359 | 0 | } else { |
1360 | 0 | value = panimvalue[panimvalue->num.valid].value * bone_scale; |
1361 | 0 | } |
1362 | 0 | } |
1363 | | |
1364 | | // ------------------------------------------------------------------------------------------------ |
1365 | | // Get the number of blend controllers. |
1366 | 0 | bool HL1MDLLoader::get_num_blend_controllers(const int num_blend_animations, int &num_blend_controllers) { |
1367 | |
|
1368 | 0 | switch (num_blend_animations) { |
1369 | 0 | case SequenceBlendMode_HL1::NoBlend: |
1370 | 0 | num_blend_controllers = 0; |
1371 | 0 | return true; |
1372 | 0 | case SequenceBlendMode_HL1::TwoWayBlending: |
1373 | 0 | num_blend_controllers = 1; |
1374 | 0 | return true; |
1375 | 0 | case SequenceBlendMode_HL1::FourWayBlending: |
1376 | 0 | num_blend_controllers = 2; |
1377 | 0 | return true; |
1378 | 0 | default: |
1379 | 0 | num_blend_controllers = 0; |
1380 | 0 | ASSIMP_LOG_WARN(MDL_HALFLIFE_LOG_HEADER "Unsupported number of blend animations (", num_blend_animations, ")"); |
1381 | 0 | return false; |
1382 | 0 | } |
1383 | 0 | } |
1384 | | |
1385 | | } // namespace HalfLife |
1386 | | } // namespace MDL |
1387 | | } // namespace Assimp |